(10-23-2016 07:30 AM)Adhenovan Wrote: @icewind yes it would be very useful in the future, especially if the networking feature in ppsspp can run without any vpn software over the internet.

Now THAT would be amazing!

Either way, keep it up, the chat looks excellent! (though in the future please add an option to show the chat with a hotkey instead of having to click it with the mouse)

Also Yuki, you are going super fast! I love it!

I've tried to manually improve the "back" texture from Chameleos, which sadly looks disgusting since its original resolution is 128x128 and the part that corresponds to the back takes so little space.

Here is what the original looks like, even after being upscalled and filtered:

And this is what I was able do:

I'm probably gonna do the same with Teostra and Lunastra, because they suffer from the same thing.

Also a friend is helping me to redo the 8 textures that correspond to the enraged state of Crimson Fatalis, which only have half the resolution of the ones used in its normal state. Apart from that, I'm gonna work on improving monsters with fur in the following days, which is a bit more difficult.

@icewind i am sucessfuly add your request icewind the hotkey feature is added by pressing CTRL + C , but i can't set the focus automatic to the edit text , firstime opening the chat screen user must press keyboard arrow right or mapped dpad right to set the focus to the edit text (one times only) once the focus set we can open it with CTRL + C and close it with ESC

Yuki, have you been able to apply different levels of transparency to textures? It seems that the game (or the emulator) only takes 2 values: either it is 100% solid or completely transparent, but anything in between gets converted to one of those.

I wanted to make something like this:

But without being able to make parts of the texture translucent I can't do it.

It's weird because some monsters seem to have translucent parts on their textures, so maybe it depends on the monster, or I'm just doing something wrong.

I assume the special effect transparent textures have a black background and the game renders them with additive translucency, which we can't replicate with replacement textures on the ones that are simply drawn "solid", nothing that can be done about it unless someone can implement such options to texture replacements.